Inactive Topic Yet an another try for a perfect ending

DeletedUser

Guest
Grepolis is a war based game and the current WW system is leading a war based game to a sim fest. I came up with an idea that might change that. Hope you guys like it.

Proposal:
To have a new endgame which will be a militaristic one.

Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested?
No I didn't check the DNS and PSI lists sry...

Reason:
Well the current end game is boring because it's simply a race on who can feed resources first.

Details:
Leave everything the same, reduce the time/resources needed to make WW's but make them destructible. This would make the WW's like the heart of an alliance. If you guys have played a "barbarians at the gate" mod for a strategy game this idea is close to it. Defend your wonder and destroy the other alliance's wonder. Sure it will make the end game longer but it would bring a lot of people back to the game and this game feature will be fun. This game feature sums up what people want to do in Grepolis: Conquer cities, play as a team, and win. The catch in this idea is that the WW will appear randomly in oceans O45,O44,O54,O55 and the respective RIMS of these oceans (let's face it alliances that aren't located in these 8 oceans wont have a change in the WW endgame anyways). Alliances now have to conquer the island where the WW has spawned, build a WW (1 WW per alliance). Once this phase is done the WW will be invulnerable for 2 days (to give the defenders a chance to ready themselves) and all 8 wonders have to be built in order for this endgame to start. Alliances that don't have a WW can't damage someone else's WW (to prevent people from being invulnerable and to create a mini hero world in which only the strongest alliances can fight each other face to face). In this mod capturing a city off a WW island won't destroy the WW and people have to conquer a city from the island to be able to damage the WW. It's hard yes but when was wining a server easy on Grepolis? This game mod is all about team play and co-operation. Once a WW is destroyed an alliance can't rebuild a new WW. Once an alliance destroys all 7 wonders it wins.

N.B: If an alliance controls 2 oceans, it still won't be able to build 2 WWs.

Visual Aids:
None

Balance:
Nothing in my mind. Forumers will discuss soon enough which will make balancing easier.

Abuse Prevention:
None at the moment.

Summary:
Its just an improvement to the old sim system. Reduce wonder building time and the resources required but make it a building an alliance has to defend.

This is a very large and costly idea, I am aware of that. It also contains many flaws due to the change it'll add if implemented. Hopefully we can reveal all the flaws and work on balancing them.
 

DeletedUser

Guest
Love the idea. Tried to come up with an idea about this as you will see a few threads below. However i personally prefer this idea.

Despite this I think a few changes need to be made. I would first of all not have a limited number of wonders and also allow to an alliance to place their wonder wherever they like. This way all alliances have a chance of winning. However to stop people creating small a few man alliances on their own I would suggest that an alliance needs to get themselves into the top 10 alliance rankings before they can found a wonder. Then if an alliance drops out of the top 10 their wonder could be destroyed forever.

This is just a couple things I would change but if you like the idea as it is feel free to ignore this.

Surely the inno must be seeing that WW era is going to start costing the game players.
 

DeletedUser

Guest
Good points let's discuss them:

1) Why I want to limit the number of wonders:
This end game will take a lot of time to complete as it is, if we do not limit the number of WWs then it will just make the game go on and on.

2) Why I want to make the WW location random:
Let's say we are an audience watching Grepolis. Wouldn't you prefer that WW placement be random? I surely would so I can see how an alliance can work in circumstances like this. Im not asking for the WW to be put right next to the enemy's core but making WW placements random will prevent alliances from pre-planning islands for WW and making them impenetrable.

3) The issue of people creating small alliances:
I didn't understand this point please explain it more.
 

DeletedUser30490

Guest
i haven't being to wonders but is this not almost exactly the same?
without the part where you build the wonders it's built for you

then you found(i'm guessing) on all the slots of the spawned WW islands and then it becomes yours and you defend it(like normal WW worlds)
and instead of having 7 wonders in the end 1 wonder survives
 

DeletedUser

Guest
No the current system is that whoever who builds 4 wonders first wins + you destroy wonders by conquering 1 city on the island. My idea will add hit points to the wonder. Wonders won't have any defensive systems but you have to conquer a city first in order to attack the wonder directly.
 

DeletedUser30490

Guest
okay so to destroy a wonder completely you have to take multiple cities on that isalnd?
 

DeletedUser

Guest
No just one. After you take a city on that island you can attack the wonder. The wonder will have a lot if hit points ofcourse which NO AMOUNT OF GOLD SHOULD BE ABLE TO REPLENISH (hint hint inno abuse prevented right now).
 

DeletedUser30490

Guest
inno will find away to add gold to this trust me :p

anyways i dont get it,hit points meaning DLU?
cause i dont see how you can send offensive units to attack a wonder and destroy it:D
 

DeletedUser

Guest
Oh my we got an RPG noob over here :p (just kidding)
Hit points = lets say 10,000,000 points.
You send land units to decrease some of those points. When it reaches 0 (poof) the wonder suddenly vanishes.
 

DeletedUser30490

Guest
for the love of God i know what you're syaing

what i dont get is the math here :p
you cant just give a hit point limit
you have to propose how the attackers will reduce the hit point
simply saying you attack it and bring the hit points to 0 wont be enough :D
 

DeletedUser

Guest
I was never good at maths that's why I didn't put up numbers :p . Hmm well I don't know... maybe use their attack power as the mark that will decide how much damage they'll do? (example hoplites 16, slinger 23 etc...)
 

DeletedUser30490

Guest
i dont know you're idea think of it :p
i like it but want to know how exactly you bring wonders down by attacking
 

DeletedUser

Guest
You send a wave of 100 horsemen lets say. You deal 55x100 damage to the wonder. Of course if the wave is coming from an another island you need to include transports and you can send them un-escorted since the wonder has no defense. The defenders can prevent their wonder getting destroyed by conquering the city that got conquered from them. Even if a CS lands (in a conquest world) that would be enough to stop the wonder from taking damage. If the conquest is complete the wonder won't be vulnerable but will still retain it's former HP.
 

DeletedUser48073

Guest
E.G. The alliance must build up their WW and also defend it, but the more the build it up the more points the wonder gains making it harder to destroy. Say it starts at 4'000'000 and then if you upgrade it a lvl it bumps up to 5'000'000. This way it gives the simmer type players the chance to indulge and since we know that every alliance has them why not use the simmers for a little good in the game?
 

DeletedUser

Guest
It has to be built from scratch but no it wont have the option to refill it's health so that alliances don't get to be invulnerable.
 

DeletedUser30490

Guest
i said this once,going to tell it again...the devs dont care about community ideas anymore by the looks of it :p
 

DeletedUser

Guest
They just care about making more money by implementing gold using ideas. I though about this idea for 1 day and no one even said anything nor did it get moved to the improvements thread. Does anyone care about the customer anymore? No customer service it seems.
 
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